Welcome to Substance Days Hollywood 2017

Substance Days is a place to learn and share with both the community and world-famous artists, enjoy the company of the Allegorithmic team, and be the first to know about what is coming up next in the Substance World.

 

Like last year’s event, Substance Days 2017 will feature masterclasses with some of the world’s best Substance artists, but also free access to our CEO’s 2017 Keynote and a host of art and pipeline focused sessions.

 

Substance Days Hollywood 2017 is happening from Thursday, July 27 to Saturday, July 29. This event is sponsored by our friends at Gnomon School of Visual Effects, Games & Animation in Hollywood, CA.

REGISTER

Speakers

Ben Nadler

Environment Artist

Visceral Games

Cliff Schonewill

Senior Environment Artist

Sony Santa Monica Studios

Mark Foreman

Senior Environment Artist

CD Projekt RED

Scott DeWoody

Firmwide Creative Media Manager

Gensler

Sharlene Lin

VFX Artist

The Mill

Ethan Hiley

Weapon Artist

Treyarch

Sébastien Deguy

CEO & Founder

Allegorithmic

Henrique Naspolini

Senior Character Artist

Insomniac Games

Raymundo Burgueno

Freelance Designer

Handlebar3D

Wes McDermott

Integrations Product Manager

Allegorithmic

Masterclasses

Thursday July 27 - Friday July 28

TEXTURING SONYA BLADE

By Henrique Naspolini - Insomniac Games

 

In this Substance Painter class, Henrique will take you from baking settings to texturing with fill layers, masks, generators, filters and more, to exporting settings and custom configs. He will also show you how to use Substance Designer to create custom filters for Substance Painter.

 

Level: intermediate

 

CREATING GROUND FOLIAGE IN SUBSTANCE DESIGNER

By Mark Foreman - CD Projekt RED

 

Learn how Mark creates foliage and plants in Substance Designer. The masterclass will cover the creation of a fully procedural tileable ground cover texture. Starting with a layer of grass and then layering as many different varieties of leafy foliage and flowers on top as time will allow. 

 

Level: intermediate 

 

 

ACHIEVING REALISTIC WEAPON TEXTURES WITH SUBSTANCE PAINTER

By Ethan Hiley - Treyarch

 

In this Substance Painter class, you will learn how to use Painter's baking for fast, easy bakes, then transitioning into establishing base materials and texturing the asset. This would begin with what kinds of references to gather and how to use these references to apply more visually compelling detail to your textures while still keeping them grounded and believable. Next would be a focus on the variety of tools at your disposal in Substance Painter, how to incorporate them into classic workflows you may be used to from Photoshop, using the height blending for micro-normal map detail (instead of wasting time in high poly), and how you can leverage the speed of Substance Painter to your advantage while avoiding your final work appearing "procedural". While the example will be centered around weapons, the concepts really can apply to a broad variety of hard surface assets.

 

Level: beginner to intermediate

CREATING A TILEABLE CLIFF ROCK TEXTURE IN SUBSTANCE DESIGNER

By Mark Foreman - CD Projekt RED

 

This masterclass will cover the creation of a fully procedural tileable cliff rock material in Substance Designer. Mark will guide you through his process and share the methods he uses to create natural looking rock materials that are flexible enough to quickly create unique variations.

 

Level: intermediate

BUILDING AN ARTIST-DRIVEN SUBSTANCE PIPELINE

By Ben Nadler - Visceral

 

Change is hard, and moving an art team to new software is a huge challenge for any studio, from indie to AAA. In this beginner class targeted towards artists, you’ll learn about how you can contribute to building a pipeline, even if you have little technical experience or support. Get tips and tricks on how to kickstart a Substance pipeline and create tools that will make your workflow more efficient. If you are interested in bringing Substance to your studio, this class is for you!

 

Level: beginner

KEEPIN' IT STRETCHY WITH SUBSTANCE PAINTER

By Cliff Schonewill - Sony Santa Monica

 

This Substance Painter class focuses on the flexibility artists should have in their daily work. Even the best asset may need to change to better serve a constantly evolving setting. Join Cliff for an intermediate level look at some ways, outside of lots of stretching, to stay nimble with your work while still producing great results. Substance Painter allows us to switch models, change UVs, add parts, and work with our textures and materials in ways that are more intuitive than ever before while also being a non-destructive and easily editable workflow. He’ll quickly touch on some basics, look at some of the ways to work between Substance Painter and other software, and go over some general but powerful Substance Painter workflows.

 

Level: intermediate

REGISTER

Keynote

Free access
Friday, July 28th from 06:30 PM to 08:00 PM

Join Sebastien Deguy, Allegorithmic's CEO and Founder, to discover what we've got up our sleeves for the future.

The keynote will be followed by the opening of the Gnomon Gallery where attendees can feast their eyes on the best Substance artworks published this past year.

You will then be able to enjoy some good music and lively discussions with fellow artists and the Allegorithmic team at our meet-up. Of course, food and drinks are on us!

Public Sessions

Saturday July 29

Saturday July 29

WHAT'S NEW IN SUBSTANCE - Wes McDermott - Allegorithmic

Learn about the latest features and improvements in the Substance tools from the one and only 3DNinja.

Saturday July 29

SUBSTANCE IN AEC - Scott DeWoody - Gensler

Scott DeWoody will be covering how Substance has completely changed the material pipeline for the AEC (Architecture, Engineering, and Construction) Industry. Learn how Gensler has implemented Substance into their pipeline to work across a wide range of design software and rendering platforms.

Saturday July 29

THE MILL: USING SUBSTANCE FOR VFX - Sharlene Lin - The Mill

Sharlene will show how she developed the materials for her projects at “The Mill”. She will also go over a segment from start to finish of texturing an object to show the benefits that Substance Painter has to offer.

Saturday July 29

CREATING STONE WALL TEXTURE IN SUBSTANCE DESIGNER- Mark Foreman - CD Projekt RED

Mark will demonstrate how you can quickly turn noises and generators into a convincing, completely procedural, tileable stone wall texture. He will provide an insight into his personal workflow and share some tips and tricks as he goes.

Saturday July 29

PARAMETRIC WORKFLOW FOR INDUSTRIAL DESIGN - Raymundo Burgueno - HandleBar3D

Raymundo will showcase his Voronoi Alpha 1 Wheel system. Using the power of parametric workflows, we will design, model, texture and render 10 wheels under thirty minutes.

Saturday July 29

AVOIDING THE PITFALLS OF PROCEDURAL TEXTURING - Ethan Hiley - Treyarch

Using the power of Substance Painter to create fast, game ready, physically based textures while avoiding some of the common pitfalls of procedural texturing that can leave your work looking generic and lacking personality.

Saturday July 29

ASK US ANYTHING - Allegorithmic Team

More free sessions, as well as the exact time and schedules, will be announced soon!
You need to register to attend the free sessions.

REGISTER

Event Details

BOOKMARK THIS EVENT